It's been awhile but I have been working on the Schoolism assignment. As it turns out, I kinda misinterpreted the previous assignment and went off course. Regardless, I will be taking whatever I learned from the lesson and using that knowledge to apply to whatever I intend to do moving forward. Here's my second "assignment" where I include Substance Painter into the workflow.

Dug out an old lineart drawing I did for an assignment during my DigiPen days and decided to colour it. For the colouring process, I tried for a different style by following a Gumroad tutorial. The experience was definitely unique and I'm quite happy with the results I got considering that I painted this while I was feeling really ill.

Last year I continued to collaborate with WhaleRabbit for the second toy in the Dualle link, Miktus. As usual my task was to create the artwork that will be printed on the box sleeves and the art prints inside. The concept for this location is the "Mischievous Forest". How do I portray that whimsical feeling on an environment like a forest?

I recalled the forest designs that I did for Mekazoo and drew immense inspiration of the color and other features from my own artwork. The toy designer wanted a tree with a white trunk to be the focal point of the piece, which made the task even more challenging in terms of painting in the sense of depth.

I have been meaning to improve my ZBrush skills in preparation of possibly teaching the subject next year. If you follow my art, you will know that I dabble my feet into 3D once in a while. During my days in DigiPen, we were taught 3DS Max and ZBrush. I really want to improve my digital sculpting skills and eventually move on to high level texturing via Substance Painter.

The assignment is to sculpt 5 busts. I tried to be a little ambitious and added colors and lighting to better present the final image. I also purposefully selected subjects that were different from one another. Some of them turned out pretty bad while others were fine. Stay tuned for more diary entries of my assignment progress.

Through my experience working on Mekazoo, I learned that level paintovers are an excellent way of communicating my ideas as an art director to the rest of the team. In the following Breakfast Art video, I go into detail of my process.

I'm actually going to build a game level based on this paintover using Construct 2, so stay tuned!

I saw an artwork of Anubis on Google Images that portrayed him having 2 pairs of upper limbs. I really liked the idea (this was before I started work on the Hindu gods, who coincidentally have multiple pairs of upper limbs as a common design motif) and decided to incorporate that into Mythosphere's version of the character.

More information about the character:

Anubis

Role – Carry

Skill 1 – Gatekeeper’s GraveAnubis casts a spell that accesses the enemy hero. If the level of the selected enemy hero is divisible by the level of this skill, the enemy is dealt with heavy damage.

Skill 2 – Cry of the DeadWhenever a friendly ally or enemy hero dies near Anubis, his stats increase.

And that's all folks. All 18 characters from the 1st version of Mythosphere has been designed. I'm referring to it as the "1st version" because I have since made some amendments to the Game Design Document, replacing the popular gods among my students with other candidates for the next batch of students to pick from. I'm not sure if I will design any of these new batch of gods as I aim to focus on Inktober and then on polishing up my 3D sculpting and texturing skills in the upcoming weeks.